Most 3D on the web is slow because it was authored for offline rendering and then dropped into a browser unchanged. The fix is a budget, agreed before modelling starts.
We cap hero scenes at 1.5MB of geometry and 2MB of compressed textures. That constraint forces better decisions: fewer, larger forms, baked lighting where motion allows, and instancing for anything repeated.
Lazy-loading matters as much as the payload. A canvas that mounts after first paint keeps Largest Contentful Paint tied to text and imagery, so Core Web Vitals stay green even on mid-range Android.
Finally, always ship a fallback. A CSS gradient or a static poster frame means users on low-power devices and users who prefer reduced motion still get the composition, just without the movement.
- #WebGL
- #Performance
- #three.js
Leo Marchetti
3D Lead
Leo spent a decade in film VFX before bringing real-time rendering to the browser.